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Author Topic: You are Summoned  (Read 29010 times)

RAM

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Re: You are Summoned
« Reply #150 on: April 25, 2013, 05:45:32 am »

Shredding their insides would probably be easier, and should work if it disrupts their self-image sufficiently...
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b_knight286

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Re: You are Summoned
« Reply #151 on: April 25, 2013, 09:25:42 am »

Good to see other people supporting my explodification idea!  I still support it, and say we should try to turn the Golem into bark...can we fuse it with the sulfur power?  If we can it will either burn it as it turns into wood, or summon a plant monster....still think the sulfur might refer to summoning.
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Flying Dice

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Re: You are Summoned
« Reply #152 on: April 25, 2013, 10:52:23 am »

The lead zombie contorts, stomach bulging, as Basin works its way deeper into it. A moment later its midsection practically explodes, spraying bits of gore over everything nearby as Basin rapidly expands. You wipe bits of flesh from your face as Basin slithers after the unoccupied zed. Unfortunately, it doesn't quite reach the zombie when the zombie reaches your carnizelle, which is still slowly mutilating the armless one. The whole zombie wraps its arms around the undead ungulate, lifting it up to its jaws and biting into the neck. Basin comes to a halt, apparently confused. It circles the two, heading for the mostly-disabled zombie after a moment of consideration, forcing itself down its throat to repeat the process.

As you level the candletree wand at the large construct, you notice that the green-hued candle is only very slightly shorter than it was when you first lit it. With a mental shrug, you force all of your green power through it, directed at the hostile golem. A single tiny pellet of green light is projected from the end, though you aren't sure if that's the effect of the wand or not. It lightly strikes the golem in the left shoulder, burrowing into the stone. Over the course of several seconds of your golem wrestling with the large one, you watch a small tuft of leaves rise from the hole, tips of roots growing through various places around the impact point.

The big golem finally manages to break the hold of your arm-construct, hurling it past you. The wind of its passage whips your hair about, and you turn your head away, keeping your eyes on the large construct. This turns out to be a good idea as you are bombarded with bits of shrapnel shortly after the arm-golem smashes into the wall at the T-intersection. Risking a glance back, you can see that it's still moving, but only has three arms left and much of it is covered in spiderwebbed fractures.

You feel a twinge of nausea. Worried, you try to pull the green power out of your arm. When you place your free hand upon it, you fail to feel anything remotely resembling power. Not the increasingly familiar tones of your own, and not the forbidding, foreign feel of the power that you sensed in the large golem. Speaking of which, that thing is advancing on you at a ponderous pace, small bits flaking off where the roots continue to grow.

Spoiler: Status (click to show/hide)
Spoiler: Party (click to show/hide)
Spoiler: Combat Map (click to show/hide)

[] When you're an injured magic-user in close quarters with a big golem, close to melee!
[] GO GREEN POWAH
[] Try to use the sulfurous power without a target.
[] Try to use the sulfurous power while concentrating on the large construct.
[] Retreat.
[] Do something really clever that's totally possible if you figure it out. (Write-in.)
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My Name is Immaterial

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Re: You are Summoned
« Reply #153 on: April 25, 2013, 11:06:08 am »

Try to use the amulet to enhance our powers.

Demdemeh

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Re: You are Summoned
« Reply #154 on: April 25, 2013, 11:18:43 am »

Retreat while withdrawing power from the broken many-armed golem. Look for promising cracks along the bottom of the enemy golem's torso. Fire green power into those cracks.
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Lenglon

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Re: You are Summoned
« Reply #155 on: April 25, 2013, 02:48:59 pm »

wounded, in close combat with a giant stone golem, and running out of options? time to experiment!

mix the green and sulfurous powers together, targeting the large golem.
« Last Edit: April 26, 2013, 01:15:16 pm by Lenglon »
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

RAM

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Re: You are Summoned
« Reply #156 on: April 25, 2013, 08:16:51 pm »

[] When you're an injured magic-user in close quarters with a big golem, close to melee!
[] GO GREEN POWAH
Deanimate our ceiling golem.
Close to melee range.
Touch the bad golem's roots.
Give them plant power and animation power.

((If the Red Zed is some sort of spell-caster, maybe we can drain power from the source...))
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

GrizzlyAdamz

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Re: You are Summoned
« Reply #157 on: April 25, 2013, 10:20:24 pm »

[] When you're an injured magic-user in close quarters with a big golem, close to melee!
[] GO GREEN POWAH
Deanimate our ceiling golem.
Close to melee range.
Touch the bad golem's roots.
Give them plant power and animation power.

((If the Red Zed is some sort of spell-caster, maybe we can drain power from the source...))
This guy. Buff & animate the roots.
Trying to set fire to the roots won't do anything- it wouldn't burn without oxygen, and even if it did it would just burn the roots, not weaken the golem.

On our arm- just keep on doing what we're doing- once we're not jumping through hoops with our magic, we'll be able to figure out why we're sick.
Idea: if Basin's got godly fine motor control, perhaps mr. animated liquid could do some kinda poison-removal thing? :/

On destroying form to de-animate something- we don't have any evidence to support this yet. Based on the fact that our power can animate a formless, inanimate material into a specific animate form, and I don't see why it wouldn't treat a chunk of biological matter as material with a pre-existing, (and therefore cheaper-to-animate), form.
« Last Edit: April 25, 2013, 10:22:32 pm by GrizzlyAdamz »
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b_knight286

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Re: You are Summoned
« Reply #158 on: April 25, 2013, 10:45:37 pm »

[] When you're an injured magic-user in close quarters with a big golem, close to melee!
[] GO GREEN POWAH
Deanimate our ceiling golem.
Close to melee range.
Touch the bad golem's roots.
Give them plant power and animation power.

((If the Red Zed is some sort of spell-caster, maybe we can drain power from the source...))

Dude, the LAST time we closed with it, it smashed us so hard we were thrown down the hall!  The green power seems to be forming roots inside of it, weakening it's integrity...

Pull our power from our arm golem, then fire it at the plants growing out of the golem.  If we can animate them, we might be able to DIRECT them to weaken it's structure, then we just need to back off from the slow thing until it crumbles!  Or we could just put our last point of green into it to speed it up, your call guys.
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~Neri

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Re: You are Summoned
« Reply #159 on: April 26, 2013, 12:47:25 am »

Close to melee and try to take over the golum, if it won't work then try to move or steal the big golum's power again.
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Flying Dice

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Re: You are Summoned
« Reply #160 on: April 26, 2013, 10:02:10 am »

Dude, the LAST time we closed with it, it smashed us so hard we were thrown down the hall!
((That wasn't the golem. That was the backlash from you trying to draw the animating power out of it.))

You feel a sensation of something rising to the surface and start to believe that you're doing it, though the power feels unfamiliar and foreign. It's at this point that the energy snaps with an audible crack, blasting you down the corridor, bouncing off a wall with a meaty thump.

((Update after I get out of classes today. So 6-7 hours.))
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Demdemeh

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Re: You are Summoned
« Reply #161 on: April 26, 2013, 10:06:27 am »

Close to melee and try to take over the golum, if it won't work then try to move or steal the big golum's power again.

-1
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Lenglon

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Re: You are Summoned
« Reply #162 on: April 26, 2013, 01:15:00 pm »

after some review, i think the issue we're having with the green power is that it is fire-and-forget, with the notable exception of the candletree wand, which i think is special due to wand. When we applied the green power on ourselves it drained our green power by several points, but we got them back at a rate of one a turn, despite not removing the power. the continuous growth demonstrated on  the golem after firing a single seed-shot at it again seems like a fire-and-forget property. each one of these uses required more than one point of green power though, and we currently only have one. therefore lets wait a turn before using the green power on the golem again. for now i suggest we get distance between us and the golem, but don't let it out of sight. if it changes targets away from us, fire the sulfurous power at it.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))

GrizzlyAdamz

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Re: You are Summoned
« Reply #163 on: April 26, 2013, 02:53:23 pm »

Ok, then let's go with ram's plan up to the point where we close with & animate the roots- put our golem to rest, and stick near the intersection. See what our green power does and how effective the roots are.

What're the zombies doing? Is the exploderized one out of commission or just slightly less pretty to look at?
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Lenglon

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Re: You are Summoned
« Reply #164 on: April 26, 2013, 04:31:54 pm »

our constructs have demonstrated sentience of some sort, particularly basin. why not wait to de-animate the damaged golem and let it at least keep on trying. it doesn't seem to take signifigant time to shift the power around and we dont have an alternate target (unless you want to animate a different section of ceiling or floor?)
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))
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